So, I may finally have broken my slight slump, as I have started making the initial level design for the firs level of the game. Sure, there is not much there and it isn’t even all that impressive what I have done, but it is a step in the right direction.
So what have I done?
Well, I have started by plotting out exactly what I want to happen in the middle section of my game. I haven’t planned out the tutorial section, nor have I really looked into the ending of my first level, I have only just plottet out the centre of the thing.
the rational behind this, is that the other two parts of the game might quite a bit more difficult to create, so starting with the middle, will help me take it at a more steady pace… that is the thinking at least.
anyway, I am now creating a full level of placeholder shit. There is very little in this level other than coloured boxes and a placeholder character for the player character to speak to. I use this to plot out where the player character need to be and how he should move around the world.
Then once I have the interaction down, I will flesh out the world with all the design elements that are required.
Here is hoping that it’ll work.
I have been spending the last couple of month getting a functional version of my game up on Mac, which I finally have. This is kinda of the second that I have been waiting for, the second when I can finally add some material to the game and build a world around the gameplay… and umm… I am kinda blocked.
I can’t seem to commit to anything serious, because I know that the moment I do, I will have detached myself from every other opportunity that the game holds.
I have been designing games for enough time to know that this is a feeling that will pass, but this is the largest project that I have ever worked on and it is scaring the living daylight out of me knowning that once I make a decision it cannot be unmade.
at the end of the day, I know that I just have to nut up and get some stuff done, but it is still… a bit daunting.
So I have been working on creating allot of concept art for the world that I will set this game in, and I am having a bit of trouble figuring out what the palette should be.
I know that the colours that I want to use for this game are going to be pink and blue, but I need to iterate upon that for every chapter of the game, to make them look visually distinct and that is where I am hitting a bit of a wall.
I don’t know if I want for the beginning of the game to be very saturated, somewhat saturated or more demure and at this point I am so tired of staring at my options, that I have started asking random people on facebook for help… which is not helping, by the way.
For now there is nothing to do, but to make decision and go ball to the walls with that… I am just don’t know which yet.
I am currenlty working on a videogame called "Spektakel", which has some interesting gameplay mechanics. So for a visual universe, I decided to go with an 5th generation graphics on the game. This is my protagonist, Gerda.
So, I uploade a game called "Unsafe" a couple of weeks ago to mixed reviews. It is, of cause, a bit heartbreaking that to know that a game that you have worked really hard on, is not what people enjoy playing, but that does not dissuade me from making more videogames.
However, I don't think I was able to tell the full story of why I created unsafe, those few months ago. Luckily, I was given the opportunity to elaborate a couple of weeks ago. I was invited to hold a Ted talk about the game and why I created it in the first place.
You can see the talk here:
sometimes you make something awesome that everybody loves and the sometimes you make "Unsafe". I thnk that i can call "Unsafe" a temporary flop. It's not that Ican't go back to it and do it upright, it's simply that, the way the project looks now, it could very well be considered a disaster.
With that in mind, I have decided to take a step back and something very different.
This new game does not have a name, nor does it have much gameplay. The only thing it has is allot of love and some real enthusiasm from me.
As it stands, I only really have this to show, but as soon as I have something else, I will share it
I was not lying, when I said that I have been working on this game for a very long while. In fact, the version of the game that I am currently working on is not even the first re-imagening of Unsafe the game.
After the first version of Unsafe crashed and burned, I took a long hiatus from developing this game. I was somewhat burned out and Didn’t really like the style that I had developed together with Silas Amdi.
However, after a while I became restless and that let me to start up Unsafe once more. This time, however, I wanted to try something new. These are some of the first explorations of the direction that I wanted to go in with the re-imagening.
This version of Unsafe was to be a bit more cheery… which might not have been the right way to go, in retrospect.
Never the less, I got pretty far before I eventually shut this game down as well.
I have been working for a while on creating an engrossing narrative for Unsafe, and as is the tradition for games, that includes cutscenes.
Herein lay an issue for me. while I love cutscenes, I was very much aware that would not be able to make AAA level cinematic content. Luckily, AAA is not the only way to go and I have been playing around with some ideas for cutscene creation, which could be equally as good… or at least equally as good for this project.
what you see above is a test for a paper craft style cinematic style which I might employ, if I get the opportunity.
It spent an embarrassing amount of time designing my protagonist for Unsafe "Wendy". I hadn't really anticipated how difficult rigging would be, despite my knowledge that there are entire educations devoted to the subject.
This, combined with a big design overhall, meant that I ended up spending approximately 3 weeks out of a 3 month period on designing the Character, which by anyones estaimate is unacceptable.
That said, I did learn allot about the subject and I ended up with 3 different character models for Wendy. the first of which is Wendy in her night shirt.
The idea behind this design was that Wendy would start the game by waking up in her own bed. I ended up killing this idea, but not before I finished this character model.
Part of my process in making games, is making these quick drawings. I make these to get a sense of what i should add and what ideas are better left on the floor.
for this drawing, I was trying to figure out how I might add a bit more colour to the visual identity of the game, without ruining the grey/black/blue feel of the game. that is why I added the orange door, to see how I might be able to get that to work within the world.
There is still some work to be done in trying to make sure that these colours mesh completely and more yet, to get it into the game world, but this is a first step.